Ruins of Azlant Character sheets
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Re: Ruins of Azlant Character sheets
Current buffs:
Protect from Evil (3 min remaining)
Bless (3 min remaining)
Touch of the Sea (8 min)
Ironskin (5 min)
Protect from Evil (3 min remaining)
Bless (3 min remaining)
Touch of the Sea (8 min)
Ironskin (5 min)
- Jax Windrunner:
- Crunch:
- NG Skinshifter (Aerieborn) Shapeshifter Ranger, level 10
Medium size, male, Age 19, 6' 2", 165 lbs, gold hair, red eyes
Init +2/3 if transformed, Perception +17
Low-Light Vision
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Languages
Common
Defenses
HP 94, AC 20/21 if transformed, Touch 12/13 if transformed, Flat-footed 18
Fortitude +11, Reflex +11/+12 if transformed, Will +7
Offenses
Speed 30ft
Power Attack bonus: -3 to attack, +6 to damage
Full Attack: +17/+18/+18/+18/+18, 1d6+7/1d4+7/1d4+7/1d4+7/1d4+7 (assuming bite/talon/talon/claw/claw)
Talon: +18, 1d4+7 S
Claw: +18, 1d4+7 B/S
Bite: +17, 1d6+7 B/P/S
Dagger: +15/+10, 1d4+6 P/S, 19/20 x2 crit
Spear: +15/+10, 1d8+8 P, x3 crit
Shortbow: 60ft range +11/+6, +12/+7 if transformed, 1d6 P x3 crit
Totem Power: 12 rounds/day
-Gain 1d6 claws instead of 1d4
-+3 Natural Armor bonus
Form: Can change as swift twice a day, staying in the chosen form for 12 rounds.
- Form of the Otter: +8 to Swim, 30ft swim speed
- Form of the Dragon: +2 Natural Armor bonus to AC
Prepared Spells Three 1st-level, Two second-level per day
1st:
-Longstrider
-Resist Energy
-
2nd:
-Ironskin
-Animal Aspect
Beastial Features
****Can take two at a time every shapeshift
- bite attack, 1d6
- 2 talon attacks, 1d4 each
- +4 racial bonus to Perception
- increase fly speed from other sources by 10ft
Stats
STR 19+4 (+6)
DEX 14 (+2) 16 transformed (+3)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 8 (-1)
BAB: +10/+5, CMB: +16, CMD: +28/29 if transformed
Racial Abilities
Feather Fall: 1/day
Shape Change: Change into beastial form as standard, back into humanoid as swift.
Low-Light Vision: Can see twice as far as humans in low light
Animal-Minded: +2 to Sense Motive and Perception
Class Abilities
Form of the ____: Can form change for level+WIS rounds per day. At level 8 and every 5 levels beyond, get +1 round/day and new form
- Form of the Otter: While in form, get +8 to swim and swim speed of 30ft
- Form of the Dragon: While in form, get +2 natural armor bonus to AC
Favored Enemy: +2 to Bluff, Knowledge, Perception, Survival, attack and damage rolls, and untrained Knowledge checks can be made against them
- Monstrous Humanoid (+4 to bonuses rather than +2)
- Abberation (+4 to bonuses rather than +2)
- Humanoid (Aquatic)
Track: Add half level (minimum 1) to Survival to follow tracks
Wild Empathy: Can improve the attutide of an animal (just like Diplo; roll 1d20+CHA). Must be within 30ft of animal, generally takes about 1 minute but varies. Can influence magical beast with 1-2INT, but takes -4 to check
Combat Style (Natural Weapons): Get bonus feats at levels 2, 6, 10, 14, 18
- Aspect of the Beast (Claws): Grow two claws, deal 1d4 each
- Weapon Focus (Claws): +1 to attack roll with claws
- Weapon Focus (Talons): +1 to attack roll with talons
Woodland Stride: May move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker: May move at normal speed while using Survival to follow tracks without the normal -5 penalty. Only takes -10 penalty to move at twice normal speed while tracking.
Hunter's Bond: Pet, level is Ranger level-3
Spells: Caster level is Ranger level-3
Evasion: Successful Reflex saves mean no damage instead of half
Feats
Extra Feature: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Power Attack: Can take -1 to attack for entire round to get +2 to damage. Every +4 BAB, penalty increases by -1 and damage increases by +2
Endurance: +4 to: Swim to prevent exhaustion damage, Con to continue running, Con to avoid exhaustion damage from forced march, Con to hold breath, Con to avoid damage from starvation/thirst, Fort to avoid damage from hot/cold environments, Fort to avoid suffocating. Can sleep in light or medium armor without fatigue
Athletic: +2 to Climb and Swim. If I have 10 or more ranks, +4 instead
Totemic Initiate: Choose a lesser Barbarian totem. As a swift, can get benefits as though raging (but no other rage benefits/drawbacks). "Barb level" is BAB if relevant to totem. Can "rage" for CON+BAB rounds per day.
Totemic Disciple: Gain a Barbarian totem power at the same time as Totemic Initiate
- Lesser Beast Totem: Gain 1d6 claws, counted as primary attacks
- Beast Totem: Gain +1 natural armor bonus. Get an additional +1 for every 4 levels of Barbarian [BAB] obtained
Traits
Seasoned Hunter: +1 to attack and damage against creature type: animal
Suspicious: +1 to Sense Motive, and Sense Motive is a class skill
Reckless: +1 to Acrobatics, and Acrobatics is a class skill
Drawback: Unlearned: Choose one Knowledge (Local). Cannot roll any other untrained. If access to a library, can attempt untrained with -2 penalty.
Skills (Ranks) 6 per level, Handle Animal and Know Geography are BG skills, remember -2ACP when not invested skill!
Perception (WIS): 10 (+17)
Sense Motive (WIS): 10 (+18)
Acrobatics (DEX): 10 (+13/14 if transformed)
Stealth (DEX): 10 (+13/14 if transformed)
Survival (WIS): 10 (+15) +4 if tracking
Swim (STR): 10 (+21)
Knowledge (geography) (INT): 10 (+13)
Handle Animal (CHA): 10 (+12)
Climb (STR): (+)
Craft () (INT): (+)
Heal (WIS): (+)
Intimidate (CHA): (+)
Knowledge (dungeoneering) (INT): (+)
Knowledge (nature) (INT): (+)
Profession () (WIS): (+)
Ride (DEX): (+)
Spellcraft (INT): (+)
Spells/Abilities
Feather Fall: 1/day Spell-like ability
Gear
Spear(1d8 P, x3 crit)
+2 Mithral Chainmail (+8 AC, +4 max DEX, -2 ACP)
+1 Seaborn Amulet of Many Fists (+1 to attack and damage with nat weapons, no penalty for attacking underwater with nat attacks)
+2 Cloak of Resistance
+4 Belt of Giant Strength
Dagger
Shortbow (1d6 P, x3 crit, 60ft)
Arrows x32
Ranger's Kit
-Backpack
-Bedroll
-Belt Pouch
-Flint and Steel
-Iron Pot
-Mess Kit
-Hemp Rope, 50ft
-Torch x10
-Trail Rations x5
-Waterskin
Gold
17.95 gp
- Level-Ups:
- 2-Combat Style (Natural Weapons), Style Feat-Aspect of the Beast (Claws)
3-Feat (Power Attack), Bonus Feat (Endurance), Shifter's Blessing: Form of the _____
4-+1 STR, Hunter's Bond, Spells
5-Feat (Athletics)
6-Style Feat-Weapon Focus
7-Feat (Totemic Initiate-Lesser Beast Totem), Woodland Stride
8-+1 STR, Swift Tracker, Shifter's Blessing: Form of the _____
9-Feat (Totemic Disciple-Beast Totem), Evasion
10-Style Feat-Weapon Focus
11-Feat (Improved Initiative), Quarry
12-+1 STR, Dual Form Shifter
13-Feat (Totemic Master-Greater Beast Totem), Shifter's Blessing: Form of the _____
14-Style Feat-Weapon Focus
15-Feat (Toughness),
16-+1 STR, Improved Evasion
17-Feat (Iron Will), Hide in Plain Sight
18-Style Feat-Improved Vital Strike, Shifter's Blessing: Form of the _____
19-Feat (Improved Iron Will), Improved Quarry
20-+1 STR, Master Shifter
- Clamp:
- Gliding Turtle
Medium Animal, level 3
Init +1, Perception +4
Low-Light Vision
Defenses
HP 18, AC 15, Touch 11, Flat-Footed 14
Fortitude +4, Reflex +4, Will +1
+2 AC if withdrawn into shell
Offenses
Speed 10ft, Swim 20ft
Bite: +4, 1d6+1
Stats
STR 13 (+1)
DEX 13 (+1)
CON 12 (+1)
INT 2 (-4)
WIS 11 (+0)
CHA 5 (-3)
BAB: +2, CMB: +3, CMD: 14
Racial Abilities
+2 Natural Armor
Shell: Move action, withdraw into shell for additional +2 natural armor AC. Move action to end.
Companion Abilities
Link: Can order as free action, push as move. +4 to all Wild Empathy/Handle Animal checks with AC
Share Spells: Can cast spells with target of self on AC as touch-range spell
Natural Armor bonus: +2 to natural armor
Bonus Tricks: Gets a free trick, doesnt count against normal limit
- Attack
Feats
Skill Focus (Survival): +3 to skill. If 10 ranks in it, +6 instead
Power Attack: -1 to attack, +2 to damage
Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks
Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Will attack only humanoids, monstrous humanoids, giants, or other animals. Must train additional trick for all enemies. --- trained twice
Down: The animal breaks off from combat or otherwise backs down.
Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel: The animal follows you closely, even to places where it normally wouldn’t go.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Hunt: can roll Survival to provide food, find water/shelter for people. Can aid in master's Survival checks for this, as Aid Another.
Skills
Acrobatics (DEX):
Climb (STR):
Escape Artist (DEX):
Fly (DEX):
Intimidate (CHA):
Perception (WIS):
Stealth (DEX):
Survival (WIS): 1 (+7)
Swim (STR): 2 (+6) additional +8 to perform a special action or avoid an obstacle
Last edited by Shadow31 on Sun Dec 20, 2020 6:41 am; edited 32 times in total
Shadow31- Admin
- Posts : 168
Join date : 2018-08-14
Re: Ruins of Azlant Character sheets
- Kaimana:
- NG Shoreborn Half-Elf Bloodrager (Aquatic) 10
Humanoid (human, elf)
Size M, Gender M, Age 23 (birthday Sarenith 7), 6' 0", 200 lbs, dark hair with blue and green tones, green eyes, light blue skin tint
Init +3, Perception +15
Defenses
HP 94, AC 21, Touch 12, Flat-footed 19 (generally can't be caught FF or flanked, see uncanny dodges), DR 2/-
Fortitude +11, Reflex +6, Will +6
immune to magic sleep effects, +2 racial bonus against enchantment spells and effects, +2 trait bonus against divination effects, +2 bonus against spells cast by self or allies
Offenses
Speed 30
+2 Azlanti furious greatsword +19/+14 (2d6+12/19-20 x2) S when raging: +21/+16 (2d6+15/19-20 x2)
Planson +15/+10 (d10+9/x2) B or P, brace
Make a free intimidate check to demoralize after power attacking
Power attack -3/+9 (change at level 12)
Arcane strike: swift action to add +3 to damage (change at level 15)
Stats
STR 21+2 (+5+1)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 14 (+2)
BAB: +10/+5, CMB: +16, CMD: 27
Racial Abilities
Type - Half-elves are humanoid creatures with both the human and the elf subtypes.
Elven Immunities - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses - Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood - Half-elves count as both elves and humans for any effect related to race.
Water Child - Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.
Class Abilities
Bloodline - Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
Aquatic- Underwater Attacks (Su) - At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. (While bloodraging)
- Aquatic Adaptation (Ex) - At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air. At 8th level, you gain cold resistance 5. At 12th level, your swim speed increases to 60 feet, and you have the 4thlevel benefits of aquatic adaptation constantly, even when not in bloodrage (but not the 8th- and 12th-level benefits).
- Watersense (Ex) - At 8th level, you gain tremorsense with a range of 30 feet in water. At 12th level, you instead gain tremorsense with a range of 60 feet when in water.
Bloodrage, Unchained (24/day at level 10) - The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.- Spoiler:
- While in a bloodrage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he takes a –2 penalty to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of his previous bloodrage. While in a bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action, and is fatigued for 1 minute after a bloodrage ends. A bloodrager can’t enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times per day. If a bloodrager falls unconscious, his bloodrage immediately ends.
Uncanny Dodge (Ex) - At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood Sanctuary (Su) - At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting (Su) - At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.
Eschew Materials - At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Improved Uncanny Dodge (Ex) - At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
Damage Reduction (Ex) - At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Spells
Level 1 (2/day)
Enlarge Person
Long Arm
Shield
True Strike
Wave Shield
Hydraulic Push (bloodline)
Considerations for later: Mirror Strike
Level 2 (2/day)
Extreme Flexibility
Frigid Touch
Mirror Image
Spider Climb
Slipstream (bloodline)
Level 3 (1/day)
Burst of Speed
Heroism
Feats
Power Attack
Weapon Focus (Greatsword)
Eschew Materials
Arcane Strike
Dodge
Cornugon Smash
Blooded Arcane Strike
Aquadynamic Focus (Greatsword)
Traits
Campaign, Athletic: You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait. (Climb.)
Unlearned (Local)
Carefully Hidden
Reactionary
Skills - Current reduced ACP is 0.
Acrobatics (ACP) (1) +4
Climb (ACP) (10) +19
Intimidate (10) +15 (currently +2 bonus due to cursed mask)
Perception (10) +15
Swim (ACP) (9) +22
Bluff (0) +2 (currently -2 penalty due to cursed mask)
Diplomacy (0) +2 (currently -2 penalty due to cursed mask)
Handle Animal (BG, 1) +6
Knowledge (Geography) (BG, 9) +9
Profession (Community Instructor) (BG, 8) +8
Profession (Sailor) (BG, 2) +2
Languages
Common, elven
Gear
+2 Azlanti furious greatsword with constant light (18,350 gp), explorer's outfit, bloodrager's kit (a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), and a waterskin), rope, planson, +1 mithral breastplate (5,200 gp), amulet of natural armour +2 (8,000 gp), cursed mask
Cloak of resistance +2 (4,000 gp)
Belt of giant strength +2 (4,000 gp)
Traveler's Any-Tool (250 gp)
Weight
lol Str build
Gold
0 gp
(92.5 gp owed to Aisha) - Underwater Attacks (Su) - At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. (While bloodraging)
- Level up notes:
- Level 2 spells: Wild instinct, Spider Climb (?), Mirror Image (?), ??? x3, slipstream at level 10
Level 3 spells (try to upgrade Cha to 16): Burst of Speed (?), Heroism, ??? x4, hydraulic torrent at level 13
Level 4 spells (try to upgrade Cha to 18 and higher): ??? x5, control water at level 16
Feats:
7 - Cornugon Smash
9 - Blooded Arcane Strike
11 - Critical Focus?
13 - Raging Brutality
15 - (Crit feat)
17 - (Crit feat)
Jessi Summers - Today at 9:24 PM
Oh, for taking the average, start low or high?
HP wise.
Drekkle - Today at 9:25 PM
Always high.
Last edited by Aviana on Sun Dec 20, 2020 10:54 am; edited 16 times in total
Re: Ruins of Azlant Character sheets
- Amissa:
- Name: Amissa
Race: Android
Class: Arcanist 10
Alignment: LG
Deity: Brigh
Size: Medium
Gender: She/they
Age: 17
Height: 5’0"
Weight: 100 lbs
Hair Color: Dark blue
Eye Color: Silver
Skin Color: Light pale
Types: Amissa is a humanoid with the android subtype, and counts as a construct for any effects that target constructs specifically.
Defenses
HP: 72
AC: 17 (21 with mage armor, 24 with mage armor and shield of faith, 25 with mage armor and shield, 28 with all)
Touch: 13
Flat Footed: 13 (17 with mage armor, 20 with mage armor and shield of faith)
Armor: None (+1 natural armor from familiar)
Saves (+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects; immune to fatigue, exhaustion, disease, and sleep)
Fort: +8
Ref: +9
Will: +8
Offenses
Speed: 30 ft
Initiative: +8
Perception: +2 (darkvision 60ft, low-light vision)
Weapon: Dagger - +1 to hit, 1d4-2 slashing (19-20/x2)- Ioun wyrd statistics:
- AC: 18 (touch 15, flatfooted 15)
Abilities: Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Currently holding: scarlet and blue sphere ioun stone +2, clear spindle ioun stone, mossy disk ioun stone
Stats
STR: 7 (-2)
DEX: 18 (+4)
CON: 14 (+2)
INT: 23 (+6)
WIS: 9 (-1)
CHA: 12 (-1)
BAB: +5
CMB: +6
CMD: 16
Racial Abilities
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Class Abilities- Arcane Exploits:
- Familiar - An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).
Quick Study - The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Item Crafting - The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat. (Craft Construct)
Dimensional Slide: The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Armored Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.[
Potent Magic: Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Arcane Reservoir - An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells - At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Feats
Improved Initiative: +4 initiative
Craft Wondrous Item: Can craft wondrous items.
Craft Magic Arms and Armor: Can craft magic weapons and armor.
Craft Construct (bonus): Can craft and repair constructs.
Extra Arcanist Exploit: Gain Armored Mask as an arcanist exploit.
Spell Focus (Transmutation): +1 DC for transmutation spells
Traits
Azlanti Scholar (Campaign Trait): +1 bonus to Knowledge (History), Knowledge (Local), and Use Magic Device; Use Magic Device is a class skill; Azlanti as bonus language
Keen Mind (Religion Trait): +1 Disable Device; Disable Device is a class skill
Naive (Drawback): -2 AC vs. improvised weapons, -2 CMD vs. dirty trick combat maneuvers
Resourceful (Campaign Trait): +1 Craft (Clockwork), reduce magic item creation time to 8 hours per 1500 gold
Skills
Armor Check Penalty: 0
Disable Device (10) +17 (+19 with masterwork thieves' tools)
Knowledge: Arcana (10) +19
Knowledge: Dungeoneering (10) +19
Knowledge: Engineering (10) +24
Knowledge: History (10) +20 (+2 on checks relating to Azlant)
Knowledge: Local (10) +20
Knowledge: Nature (10) +19
Knowledge: Religion (10) +19 (ioun stone)
Sense Motive -5
Spellcraft (10) +19
Use Magic Device (10) +15
Background: Knowledge: History, Knowledge: Engineering
Languages
Common, Azlanti, Aquan, Aboleth, Draconic, Goblin, Celestial
Gear
Dagger, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, dull grey ioun stone (prism), spellbook, 50 ft hemp rope, masterwork thieves’ tools, acid flask, scrivener's kit, journal (20 pages), wand of color spray (10 charges), azlanti pocket watch, Una’s spellbook, scarlet and blue sphere ioun stone +2, wand of mage armor (14 charges), familiar pouch, cloak of resistance +2, traveler's any tool, ioun gauntlet, clear spindle ioun stone, corroded breastplate from ancient Azlant, mossy disk ioun stone (Knowledge: Engineering), amulet of natural armor +2, pale green prism ioun stone (cracked), belt of incredible constitution +2, 1000 gold of crafting materials, deep red sphere ioun stone
Weight:
38
Money
197 gp, 95 sp
Spellbook:
0-level: all
1st-level: air bubble, burning hands, color spray, crafter's fortune, enlarge person, expeditious construction, expeditious excavation, grease, hold portal, mage armor, magic missile, protection from evil, reduce person, shield, silent image, snowball, touch of the sea
2nd-level: bear's endurance, bull's strength, communal protection from evil, create pit, fox's cunning, glitterdust, resist energy, scorching ray, web
3rd-level: dispel magic, haste, hold person, water breathing, slow
4th-level: black tentacles, arcane eye, telekinetic charge
5th-level: baleful polymorph, sending
Prepared (+1 DC for transmutation spells):
0-level (DC 16): acid splash, detect magic, light, read magic, prestidigitation, open/close, mage hand
1st level (DC 17 - 0/7): magic missile, burning hands, shield, touch of the sea
2nd-level (DC 18 - 0/5): glitterdust, create pit, bear's endurance
3rd-level (DC 19 - 0/4): haste, slow, dispel magic
4th-level (DC 20 - 1/3): black tentacles, telekinetic charge
5th-level (DC 21 - 2/2):
Last edited by Nix Machina on Sat Dec 19, 2020 10:37 pm; edited 41 times in total
Nix Machina- Admin
- Posts : 255
Join date : 2018-08-14
Age : 30
Location : A Far and a Sunless Land
Re: Ruins of Azlant Character sheets
- Aisha Saltare:
CG Changeling Life Oracle 7/Mystery Cultist 2
Size M Gender F Age: 19 5'4" 105 lbs. Black hair, one green eye, one violet. Type: Humanoid (Changeling)
Init: 3 Percep: 1 Darkvision 60 ft
Offenses:
Speed: 30 feet
Claws: +3 (1d4-2)
Defenses:
AC: 27 Touch: 13 FF: 19
HP: 59
Fort: 6 Reflex: 8 Will: 10 (Reroll 1 charm or compulsion per day)
Stats:
Str: 7
Dex: 16
Con: 12
Int: 10
Wis: 12
Cha: 21+4=25
BAB: 6 CMB: 4 CMD: 17- Spells:
Orisons (DC 17):
Guidance
Detect Magic
Stabilize
Read Magic
Enhanced Diplo
Mending
Level 1 (DC 18) 8/day
CLW
Bless
Cause Fear
Shield of Faith
Detect Undead
Protection From Evil
Tap Inner Beauty
Bane
2 used
Level 2 (DC 19) 8/day
CMW
Lesser Resto
Hold Person
Bear's Endurance
Resist Energy
Communal prot evil
5 used
Level 3 (DC 20) 6/day
CSW
Blindness/Deafness
Neutralize Poison
Prayer
Hydrophobia
2 used
Level 4: 4/day
CCW
Freedom of Movement
Terrible Remorse
2 used
Racial Abilities:
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Class Abilities:
Curse (Level 10.5 equivalent): Tongues (Celestial, Aquan):
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
Mystery: Life:
Revelations:
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation
Blessed: Upon a mystery cultist’s death, her soul appears in the good Outer Planes. In time, her soul will transform into an agathion, angel, archon, or azata. If the mystery cultist is successfully resurrected, she may immediately gain the answer to any one question as if she had cast contact other plane and reached her empyreal lord patron. The mystery cultist need not succeed at an Intelligence check to avoid a decrease in Intelligence or Charisma.
Glorious Aura: Starting at 2nd level, a mystery cultist can shroud herself in a glorious aura for 1 round per mystery cultist level. These rounds need not be consecutive.
Her features radiate with divine beauty, but the force of her presence can be frightening to others. The mystery cultist gains a +4 sacred bonus to her Charisma score and radiates a 10-foot aura of terrible awe. Creatures within the aura must succeed at a Will save (DC 10 + the mystery cultist’s class level + the mystery cultist’s Charisma modifier) or become frightened for 1d4 rounds. Regardless of whether the save is successful, a creature cannot be affected by a mystery cultist’s glorious aura more than once in 24 hours.
Feats:
Favoured Prestige Class (Mystery Cultist)
Celestial Obedience (Arshea): Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked.
Benefit: Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.
Extra Revelation
Prestigious Spellcaster
Spell Focus: +1 to necromancy spell save DCs
Traits:
Fast-talker: +1 Bluff and it becomes a class skill
Varisian Wanderer: +1 Perform (Dance) and it becomes a class skill
Strong-Willed: Reroll one save vs charm or compulsion per day
Drawback:
Vain: If you fail an opposed charisma check, take -2 on all charisma-based checks for 24 hours
Skills:
Know (Planes) +12 Know (Religion) +12 Diplomacy +19 (23 if attracted) Bluff +20 (26 if the target is attracted)
BG Skills:
Craft (Tattoos) +12 Perform (Dance) +19 (23 if interacting with a creature attracted to her)
Languages:
Common, Varisian, Celestial, Aquan
Gear:
+2 Mithral Breastplate, +2 Heavy Wooden Shield, Spell Component Pouch, Entertainer’s Outfit, 50 ft of silk rope, backpack, soap, +3 cloak of resistance, +1 ring of protection, +1 amulet of natural armour, 100gp of diamond dust, headband of charisma +4, 24 charge clw wand
902.95 gp
Nobody7713- Posts : 2269
Join date : 2018-08-17
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